538 Commits over 546 Days - 0.04cph!
get RRP running on unity 6
merge from render_pipeline_testing
merge from render_pipeline_testing
probable fix for flickering fog
fix missing functions in Wind.cginc
merge from render_pipeline_testing
fixes, add missing components to some scenes
merge from render_pipeline_testing
fix watercamera rrp unity 6
merge from render_pipeline_testing (unity 6 compat)
RRP unity 6 compatibility (testing old unity still works)
merge from render_pipeline_testing
merge from render_pipeline_testing (server compile fixes)
bunch of client preproc guards
update render pipeline for renamed usings/objects
merge from render_pipeline_testing
ignore .DS_Store in Rust.RenderPipeline git repo
update player_preview prefab
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
partial fix for point/spot light biasing inconsistency with BiRP
sync Rust.RenderPipeline:
emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
reapply WaterCamera change in RRP
merge from water_ssr_taa_flicker_fix
merge from water_reflection_probe_seam_fix
merge from vclouds_macos_reflection_fix
fix missing shader referene
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
work around RT size mismatch in BiRP water wrapper
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
fix sky and clouds seam in water reflection probe
fix vclouds shader error on macos preventing them from showing up in water reflections
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
reduce biome fogging when looking through a camera